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Post by lala on Dec 24, 2006 2:37:15 GMT
OK since the BURs have come out the desert has gone into its own version of gold fever rush with groups consistently hitting the desert. This is good but one downside is more and more teams are getting in the habit of spawning the whole map. Everyday now I can be doing something else and bam lag, sometimes as bad as 30 second response for a team thats possibly doing Lolth for the 1st time. So as a suggestion would it be possible for each desert map to be logically split into 2 sides and the 2nd half will not spawn its monsters until 1st half are killed. To stop exploiting would it also be possible to associate loot logically with its relevant spawn; so 1st half of loot is associated with 1st spawns and so 2nd half of loot will not provide any items until 1st spawns are dead. I would not had suggested this in the past but this is starting to happen so often now I feel something has to be done so everyone has a great playing experience with less hindrance from those mass spawning. Maybe similar concept could be used for other areas that could cause lag (if it becomes noticable). Oh and Merry Xmas all
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Post by luke on Dec 30, 2006 7:06:22 GMT
Love this idea. Good bump, too.
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Post by FunkySwerve on Dec 30, 2006 7:34:09 GMT
Fixing the last two areas of the desert has been on the todoi list for a few months at least, but is on hold till the hellss are finished. Funky
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Post by bort on Jan 16, 2007 20:52:56 GMT
I was thinking about this again because of the thread about fake runs... Assuming that Desert runs are what's causing lag; not the Hells runs themselves? I thought maybe the Desert could be changed to a similar set up as the maze, so that you can only spawn a small chunk of the map at a time and can't proceed to the next section until they're dead. Not sure how the map could be visibly split up.. I know at least 2 of the maps have narrow spaces that would be ideal for placing a gate, which could be set up to only open when everything on that chunk of the map is dead - therefore stopping people spawning the whole map.
Was also wondering if the spawn numbers in the maze were potentially lag causing with a party of 8-10 people? I haven't seen much change whilst in the maze with that many people, but don't know how it affects the rest of the server.
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Post by FunkySwerve on Jan 16, 2007 22:30:36 GMT
Fixing the last two areas of the desert has been on the todoi list for a few months at least, but is on hold till the hellss are finished. Funky Quoted to save me time. Funky
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Post by Kallan/ Kallana on Feb 3, 2007 8:20:14 GMT
i think maybe one thing to help the desert is get rid of the breath of balthus(SP?) don't really do much and the animation for the foe must cause a lot of graphics lag. I don't know just a though -
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Post by dodrudon on Feb 3, 2007 9:20:42 GMT
Um, they do quite a bit actually... They hit HARD, but have very low HP. Friend and foe of a caster. One MSl can take them out, but if you get too close.... And animating dots probably isn't as intensive as animating all the other creatures running around there
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